X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FTime%2Flight.cxx;h=caeff9d2ba446e1428cb032cd9f73c302b54e254;hb=ba257eeecf3ef8aadf1816dbd6d578fd69ff8ed4;hp=14ae6c9df320c68ec29ca912519638a5d4a72843;hpb=3abf0b5df1bf2aae1c693b4c6e8d2aed9aa67548;p=flightgear.git diff --git a/src/Time/light.cxx b/src/Time/light.cxx index 14ae6c9df..caeff9d2b 100644 --- a/src/Time/light.cxx +++ b/src/Time/light.cxx @@ -97,7 +97,7 @@ FGLight::~FGLight () // initialize lighting tables void FGLight::init () { SG_LOG( SG_EVENT, SG_INFO, - "Initializing Lighting interpolation tables." ); + "Initializing Lighting interpolation tables." ); // build the path names of the lookup tables SGPath path( globals->get_fg_root() ); @@ -145,35 +145,36 @@ void FGLight::bind () { SGPropertyNode *prop = globals->get_props(); // Write Only - prop->tie("/rendering/scene/saturation",SGRawValuePointer(&_saturation)); - prop->tie("/rendering/scene/scattering",SGRawValuePointer(&_scattering)); - prop->tie("/rendering/scene/overcast",SGRawValuePointer(&_overcast)); + tie(prop,"/rendering/scene/saturation", SGRawValuePointer(&_saturation)); + tie(prop,"/rendering/scene/scattering", SGRawValuePointer(&_scattering)); + tie(prop,"/rendering/scene/overcast", SGRawValuePointer(&_overcast)); _sunAngleRad = prop->getNode("/sim/time/sun-angle-rad", true); _sunAngleRad->setDoubleValue(_sun_angle); - + // Read Only - prop->tie("/rendering/scene/ambient/red",SGRawValuePointer(&_scene_ambient[0])); - prop->tie("/rendering/scene/ambient/green",SGRawValuePointer(&_scene_ambient[1])); - prop->tie("/rendering/scene/ambient/blue",SGRawValuePointer(&_scene_ambient[2])); - prop->tie("/rendering/scene/diffuse/red",SGRawValuePointer(&_scene_diffuse[0])); - prop->tie("/rendering/scene/diffuse/green",SGRawValuePointer(&_scene_diffuse[1])); - prop->tie("/rendering/scene/diffuse/blue",SGRawValuePointer(&_scene_diffuse[2])); - prop->tie("/rendering/scene/specular/red",SGRawValuePointer(&_scene_specular[0])); - prop->tie("/rendering/scene/specular/green",SGRawValuePointer(&_scene_specular[1])); - prop->tie("/rendering/scene/specular/blue",SGRawValuePointer(&_scene_specular[2])); - prop->tie("/rendering/dome/sun/red",SGRawValuePointer(&_sun_color[0])); - prop->tie("/rendering/dome/sun/green",SGRawValuePointer(&_sun_color[1])); - prop->tie("/rendering/dome/sun/blue",SGRawValuePointer(&_sun_color[2])); - prop->tie("/rendering/dome/sky/red",SGRawValuePointer(&_sky_color[0])); - prop->tie("/rendering/dome/sky/green",SGRawValuePointer(&_sky_color[1])); - prop->tie("/rendering/dome/sky/blue",SGRawValuePointer(&_sky_color[2])); - prop->tie("/rendering/dome/cloud/red",SGRawValuePointer(&_cloud_color[0])); - prop->tie("/rendering/dome/cloud/green",SGRawValuePointer(&_cloud_color[1])); - prop->tie("/rendering/dome/cloud/blue",SGRawValuePointer(&_cloud_color[2])); - prop->tie("/rendering/dome/fog/red",SGRawValuePointer(&_fog_color[0])); - prop->tie("/rendering/dome/fog/green",SGRawValuePointer(&_fog_color[1])); - prop->tie("/rendering/dome/fog/blue",SGRawValuePointer(&_fog_color[2])); + tie(prop,"/rendering/scene/ambient/red", SGRawValuePointer(&_scene_ambient[0])); + tie(prop,"/rendering/scene/ambient/green", SGRawValuePointer(&_scene_ambient[1])); + tie(prop,"/rendering/scene/ambient/blue", SGRawValuePointer(&_scene_ambient[2])); + tie(prop,"/rendering/scene/diffuse/red", SGRawValuePointer(&_scene_diffuse[0])); + tie(prop,"/rendering/scene/diffuse/green", SGRawValuePointer(&_scene_diffuse[1])); + tie(prop,"/rendering/scene/diffuse/blue", SGRawValuePointer(&_scene_diffuse[2])); + tie(prop,"/rendering/scene/specular/red", SGRawValuePointer(&_scene_specular[0])); + tie(prop,"/rendering/scene/specular/green", SGRawValuePointer(&_scene_specular[1])); + tie(prop,"/rendering/scene/specular/blue", SGRawValuePointer(&_scene_specular[2])); + tie(prop,"/rendering/dome/sun/red", SGRawValuePointer(&_sun_color[0])); + tie(prop,"/rendering/dome/sun/green", SGRawValuePointer(&_sun_color[1])); + tie(prop,"/rendering/dome/sun/blue", SGRawValuePointer(&_sun_color[2])); + tie(prop,"/rendering/dome/sky/red", SGRawValuePointer(&_sky_color[0])); + tie(prop,"/rendering/dome/sky/green", SGRawValuePointer(&_sky_color[1])); + tie(prop,"/rendering/dome/sky/blue", SGRawValuePointer(&_sky_color[2])); + tie(prop,"/rendering/dome/cloud/red", SGRawValuePointer(&_cloud_color[0])); + tie(prop,"/rendering/dome/cloud/green", SGRawValuePointer(&_cloud_color[1])); + tie(prop,"/rendering/dome/cloud/blue", SGRawValuePointer(&_cloud_color[2])); + tie(prop,"/rendering/dome/fog/red", SGRawValuePointer(&_fog_color[0])); + tie(prop,"/rendering/dome/fog/green", SGRawValuePointer(&_fog_color[1])); + tie(prop,"/rendering/dome/fog/blue", SGRawValuePointer(&_fog_color[2])); + // Properties used directly by effects _chromeProps[0] = prop->getNode("/rendering/scene/chrome-light/red", true); _chromeProps[1] = prop->getNode("/rendering/scene/chrome-light/green", @@ -186,31 +187,7 @@ void FGLight::bind () { } void FGLight::unbind () { - SGPropertyNode *prop = globals->get_props(); - prop->untie("/rendering/scene/saturation"); - prop->untie("/rendering/scene/scattering"); - prop->untie("/rendering/scene/overcast"); - prop->untie("/rendering/scene/ambient/red"); - prop->untie("/rendering/scene/ambient/green"); - prop->untie("/rendering/scene/ambient/blue"); - prop->untie("/rendering/scene/diffuse/red"); - prop->untie("/rendering/scene/diffuse/green"); - prop->untie("/rendering/scene/diffuse/blue"); - prop->untie("/rendering/scene/specular/red"); - prop->untie("/rendering/scene/specular/green"); - prop->untie("/rendering/scene/specular/blue"); - prop->untie("/rendering/dome/sun/red"); - prop->untie("/rendering/dome/sun/green"); - prop->untie("/rendering/dome/sun/blue"); - prop->untie("/rendering/dome/sky/red"); - prop->untie("/rendering/dome/sky/green"); - prop->untie("/rendering/dome/sky/blue"); - prop->untie("/rendering/dome/cloud/red"); - prop->untie("/rendering/dome/cloud/green"); - prop->untie("/rendering/dome/cloud/blue"); - prop->untie("/rendering/dome/fog/red"); - prop->untie("/rendering/dome/fog/green"); - prop->untie("/rendering/dome/fog/blue"); + _tiedProperties.Untie(); } @@ -259,8 +236,8 @@ void FGLight::update_sky_color () { sky_brightness *= _saturation; SG_LOG( SG_EVENT, SG_DEBUG, - " ambient = " << ambient << " diffuse = " << diffuse - << " specular = " << specular << " sky = " << sky_brightness ); + " ambient = " << ambient << " diffuse = " << diffuse + << " specular = " << specular << " sky = " << sky_brightness ); // sky_brightness = 0.15; // used to force a dark sky (when testing) @@ -329,18 +306,18 @@ void FGLight::update_adj_fog_color () { // Do some sanity checking ... if ( _sun_rotation < -2.0 * SGD_2PI || _sun_rotation > 2.0 * SGD_2PI ) { - SG_LOG( SG_EVENT, SG_ALERT, "Sun rotation bad = " << _sun_rotation ); - return; + SG_LOG( SG_EVENT, SG_ALERT, "Sun rotation bad = " << _sun_rotation ); + return; } if ( heading < -2.0 * SGD_2PI || heading > 2.0 * SGD_2PI ) { - SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading ); - return; + SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading ); + return; } if ( heading_offset < -2.0 * SGD_2PI || heading_offset > 2.0 * SGD_2PI ) { - SG_LOG( SG_EVENT, SG_ALERT, "Heading offset bad = " << heading_offset ); - return; + SG_LOG( SG_EVENT, SG_ALERT, "Heading offset bad = " << heading_offset ); + return; } static float gamma = system_gamma; @@ -348,11 +325,6 @@ void FGLight::update_adj_fog_color () { // first determine the difference between our view angle and local // direction to the sun //double vert_rotation = pitch + pitch_offset; - double hor_rotation = -(_sun_rotation + SGD_PI) - heading + heading_offset; - if (hor_rotation < 0 ) - hor_rotation = fmod(hor_rotation, SGD_2PI) + SGD_2PI; - else - hor_rotation = fmod(hor_rotation, SGD_2PI); // revert to unmodified values before using them. // @@ -382,12 +354,19 @@ void FGLight::update_adj_fog_color () { if (sif < 1e-4) sif = 1e-4; - float rf1 = fabs((hor_rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0 + // determine horizontal angle between current view direction and sun + double hor_rotation = -_sun_rotation - SGD_PI_2 - heading + heading_offset; + if (hor_rotation < 0 ) + hor_rotation = fmod(hor_rotation, SGD_2PI) + SGD_2PI; + else + hor_rotation = fmod(hor_rotation, SGD_2PI); + + float rf1 = fabs((hor_rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0 float rf2 = avf * pow(rf1*rf1, 1/sif) * 1.0639 * _saturation * _scattering; float rf3 = 1.0 - rf2; gamma = system_gamma * (0.9 - sif*avf); - _adj_fog_color = rf3 * _fog_color + rf2 * _sun_color;; + _adj_fog_color = rf3 * _fog_color + rf2 * _sun_color; gamma_correct_rgb( _adj_fog_color.data(), gamma); // make sure the colors have their original value before they are being @@ -405,13 +384,14 @@ void FGLight::updateSunPos() SG_LOG( SG_EVENT, SG_DEBUG, " Gst = " << t->getGst() ); fgSunPositionGST(t->getGst(), &_sun_lon, &_sun_lat); + // It might seem that sun_gc_lat needs to be converted to geodetic // latitude here, but it doesn't. The sun latitude is the latitude // of the point on the earth where the up vector has the same // angle from geocentric Z as the sun direction. But geodetic // latitude is defined as 90 - angle of up vector from Z! - SGVec3d sunpos(SGVec3d::fromGeoc(SGGeoc::fromRadM(_sun_lon, _sun_lat, - SGGeodesy::EQURAD))); + SGVec3d sunpos = SGVec3d::fromGeoc(SGGeoc::fromRadM(_sun_lon, _sun_lat, + SGGeodesy::EQURAD)); SG_LOG( SG_EVENT, SG_DEBUG, " t->cur_time = " << t->get_cur_time() ); SG_LOG( SG_EVENT, SG_DEBUG, @@ -424,24 +404,28 @@ void FGLight::updateSunPos() // calculate the sun's relative angle to local up FGViewer *v = globals->get_current_view(); - SGVec3d viewPos = v->get_view_pos(); - SGQuatd hlOr = SGQuatd::fromLonLat(SGGeod::fromCart(viewPos)); - SGVec3d world_up = hlOr.backTransform(-SGVec3d::e3()); - SGVec3d nsun = normalize(sunpos); + SGQuatd hlOr = SGQuatd::fromLonLat( v->getPosition() ); + SGVec3d world_up = hlOr.backTransform( -SGVec3d::e3() ); // cout << "nup = " << nup[0] << "," << nup[1] << "," // << nup[2] << endl; // cout << "nsun = " << nsun[0] << "," << nsun[1] << "," // << nsun[2] << endl; - _sun_angle = acos( dot ( world_up, nsun ) ); + SGVec3d nsun = normalize(sunpos); + SGVec3d nup = normalize(world_up); + _sun_angle = acos( dot( nup, nsun ) ); + + double signedPI = (_sun_angle < 0.0) ? -SGD_PI : SGD_PI; + _sun_angle = fmod(_sun_angle+signedPI, SGD_2PI) - signedPI; + SG_LOG( SG_EVENT, SG_DEBUG, "sun angle relative to current location = " << get_sun_angle() ); // Get direction to the sun in the local frame. SGVec3d local_sun_vec = hlOr.transform(nsun); - // Angle from south. XXX Is this correct in the southern hemisphere? - _sun_rotation = atan2(local_sun_vec.x(), -local_sun_vec.y()); + // Angle from south. + _sun_rotation = 2.0 * atan2(local_sun_vec.x(), -local_sun_vec.y()); // cout << " Sky needs to rotate = " << _sun_rotation << " rads = " // << _sun_rotation * SGD_RADIANS_TO_DEGREES << " degrees." << endl;